Teng-a-reng

ABSTRACT

An apparatus and method of using a bingo game to teach and/or reinforce colors and numbers learning in a foriegn language. Player selects a play board that consists of 25 squares. Each square contains a color and number. Players listen to a designated caller who calls the color and number on each calling card. Players mark the appropriate square. In one version, the player wins points by yelling one or more of the following expressions: Center, Colors, Corners (in the target foreign language), or TENG-A-RENG. One or more phrases (except TENG-A-RENG) may be yelled once per player per round. The player with the most points at the end of a set of rounds wins the game. In the second version of play, players win TENG-A-RENG tokens by yelling one or more of the expressions named in the first version. However, these expressions may be yelled only once per round per group of players. The player with the most TENG-A-RENG tokens at the end of a set of rounds wins the game.

FIELD OF INVENTION

[0001] This invention relates to bingo games, specifically to such abingo game that allows for teaching and/or reinforcing colors andnumbers in a target foreign language.

BACKGROUND-DESCRIPTION OF PRIOR ART

[0002] Traditional bingo is a game of chance in which each player uses aboard that contains 25 squares, in a 5 by 5 format. Each column ofsquares corresponds to a letter. Each letter B, I, N, G, and Ocorresponds to specific numbers. Players listen to the letter and numbercalled. Player marks the appropriate square on his board. This game iswon only by marking five squares in consecutive order, vertically,horizontally, or diagonally.

[0003] POKENO is a game of chance constructed in the 25 square, 5 by 5format. It is a combination of the games Poker and Keno. Players makemonetary wages and win by marking sequences of squares that coincidewith known Poker hands.

[0004] UNO bingo is a game that consists of four boards. Each boardconsists of nine spaces. Each space contains a color and number. Playermay win only by marking all of the squares on his card.

[0005] My foreign language game will demonstrate a new use of a bingogame in which two or more concepts, per square, are used on the playboard. The games heretofore mentioned known have a number ofdisadvantages like:

[0006] (a) traditional bingo is unattractive in its color. It is oftenconstructed with one color of print (usually black or red) on the board.It is very simple in design. Therefore, it is not visually stimulatingfor the foreign language learner.

[0007] (b) POKENO is too ornamental in design. Each square on its boardduplicates its design from a deck of playing cards. The foreign languagelearner will find it difficult to concentrate on the language and locatethe square with the ornamentation as a distraction. Furthermore, playingcards have no word cues printed on them to help the foreign languagelearner. POKENO is often played in a gambling environment and therefore,is not suitable for minor (children) players.

[0008] (c) UNO bingo is too elementary in its approach. Players simplyroll the dice and mark the appropriate square. It only allows for fourplayers to participate. The only way to win the game is to mark all ofthe squares on the board.

OBJECTS AND ADVANTAGES

[0009] 1. to provide a foreign language colors and numbers bingo game.

[0010] 2. to provide a colorful and fun bingo game for the foreignlanguage learner.

[0011] 3. to provide a bingo game with dual options of play and dualways of winning.

[0012] 4. to provide a bingo game to be used in all levels of foreignlanguage learning.

DRAWING FIGURES

[0013]FIG. 1A—represents the set of green (Verde) calling cards. Eachgreen card contains a triangle.

[0014]FIG. 1B—represents the set of blue (Azul) calling cards Each bluecard contains a rectangle with rounded edges.

[0015]FIG. 1C—represents the set of red (Rojo) calling cards. Each redcard contains a rectangle.

[0016]FIG. 1D—represents the set of purple (Morado) calling cards. Eachpurple card contains an oval.

[0017]FIG. 2A—represents the green Wild Card

[0018]FIG. 2B—represents the blue Wild Card

[0019]FIG. 2C—represents the red Wild Card

[0020]FIG. 2D—represents the purple Wild Card

[0021] FIGS. 3A-3H show the eight different play boards.

[0022] (FIG. 3A provides an example of the type of winning sequencesalso found on each of the other play boards.)

[0023] FIGS. 4A-4D show the plates to be used in the second version ofplay.

[0024]FIG. 5-illustrates the TENG-RENG play token

REFERENCE NUMERALS IN DRAWINGS

[0025]20 one of winning squares for Colors and Corners

[0026]22 one of winning squares for Colors

[0027]24 one of winning squares for Colors

[0028]26 one of winning squares for Colors

[0029]28 one of winning squares for Corners

[0030]30 winning square for Center

[0031]32 one of winning squares for Corners

[0032]34 one of winning squares for Corners

OPERATION DESCRIPTION OF FIGURES.

[0033] In the first version of play, the player selects one board (FIGS.3A-3H). The present invention consists of eight boards and up to eightpeople, including the caller may play. Players collect enough chips tocover all squares on the board. Players choose a caller. Each roundshould have a different caller. The caller shuffles the calling cards(FIG. 1A-1D) and turns the deck over face down. The caller pulls andcalls the color and number found on each card. Player marks theappropriate square. In the event that the caller calls one of the WildCards (FIG. 2A-2D), players may cover any square on their board of thelike called color. Players place one marker over the appropriate square.Players earn points by covering the following:

[0034] a. the center square (30)-2 points. Player yells “Center” in theforeign language.

[0035] b. 4 corner squares(20,28,32, and 34)-7 points. Player yells,“Corners” in the foreign language.

[0036] c. 4 of like color in the top row (20,22,24, and 28)-8 points.Player yells, “Colors” in the foreign language.

[0037] d. 5 squares marked in any consecutive order (horizontally,vertically, or diagonally)-10 points. Player yells, “TENG-A-RENG”.

[0038] Player must yell TENG-A-RENG at the moment the last appropriatesquare is marked. Player may not yell TENG-RENG after the winning cardhas been called and play has continued.

[0039] If two players win at the same time, players add the numbers inthe winning squares. The player with the highest number value wins thatround.

[0040] One or more phrases (except TENG-A-RENG) may be yelled once perplayer per round. TENG-A-RENG is the only phrase that ends one round andsignals the start of another. The player with the highest accumulationof points at the end of rounds wins the game.

[0041] In the second version of play, players collect one playboard(FIGS. 3A-3H). Players collect enough chips to cover all squares onthe play board. Players also collect 25 TENG-A-RENG tokens. At the startof each round, each player contributes one TENG-A-RENG token to each ofthe four plates (FIG. 4A-4D). Players choose a caller. The callershuffles the calling cards and turns the deck face down. The callerpulls and calls the color and number found on each card. Players winplay tokens by marking one or more of the sequences named in the firstversion of play (i.e. Center, Corners, and/or Colors in the foreignlanguage, and TENG-A-RENG).

[0042] The rules of the second version are consistent with those of thefirst version with the following exceptions:

[0043] a. Each phrase may be yelled only once per round per group ofplayers. Upon yelling an expression(s), player removes TENG-RENG tokensfrom the appropriate plate(s). No one else may win the tokens from thatplate until the next round.

[0044] b. If no player wins the TENG-A-RENG tokens on the plates forCenter, Colors, or Corners before TENG-A-RENG is yelled, the tokensremain on the plate. For the next round of play, players continue to addone token to those plates. The tokens increase until there is a winner.

[0045] TENG-A-RENG is still the only phrase that ends one round andsignals the start of another. The player with the highest accumulationof TENG-A-RENG tokens at the end of rounds wins the game.

SUMMARY, RAMIFICATION, AND SCOPE

[0046] Accordingly, the reader will see that my invention allows for acolorful and fun bingo game, which attracts the attention of the foreignlanguage learner. It can teach and/or reinforce colors and numbers in aforeign language. If offers versions of play for both the elementary andadvanced players. It provides a review or teaching tool for two or moreconcepts in foreign language learning. The concepts may be adapted forbeginning and advanced levels.

[0047] The above specifications do not limit the scope of my foreignlanguage bingo game. For example, the play board may implement differentand/or additional colors from the present invention. It may include ahigher order of numbers. The deck of card may be printed with a foreignlanguage other than the Spanish used as an example in the presentinvention. The board may implement the use of pictures in place ofcolors or numbers. The deck of cards can be printed with the name of theshape and number versus the color and number. The board may be madelarger in size for the elementary school learner or consist of more than25 squares to lengthen the duration of play.

1. I claim a bingo game and method for teaching and reinforcing colorsand numbers in a foreign language. (a) a method of claim 1 in which WildCards may be used to mark any square on the play board. (b) a method ofclaim 1 that involves a points system in order to win.